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报告翻译问题
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为什么敌方外骨骼被打倒后就直接炸掉成一堆废铁了,而不是像描述里那样能让我拆解?
Can you please look a githubs pool request? One kind man made a fix for schedule tab and reading mod compatibility.
https://github.com/AobaKuma/MechsuitFramework/pull/18
i'm going to left them to test lol
are you setting them to the pilot work type in scheduling? Only way I could get them to stay in suit unless drafted.
Powered work loader with fixed position mount looks and acts fine in motion for comparison obviously.
Yes. However, they can't have sidearms, it's an incompatibility issue.
So it would be best to give the exosuit pilot some good bionic arms (those are his melee weapons) and a good main weapon, probably the heavy armaments you wanted the mech to use.
There are some automatroid and exosuit specialty weapons in the mod Dead Man Switch - Mobile Dragoon.
(Caveat: This is with Combat Extended) - Right now if a pawn gets into an exo-suit, it override their "Move Speed" stat so that the "Moving" stat doesn't affect it. However with Mass it just adds a flat value, meaning a pawn with a bad back with %50 "Moving" would have their total mass reduced by %50. So if you want to put a half-crippled, old war veteran in one to compensate, they'd move quicker but have trouble carrying anything in the exosuit. Any chance the framework can negate the impact of the Moving stat for Mass in the CE patch?
This MIGHT be what's happening. I'm just saying, but if we want these issues fixed, then you folks had better start posting pastebin links of your mod lists and error logs.
Especially in the Bugs/Glitches discussion linked above.
The only issue I have is with the UI size — in some languages the interface overlaps.
It would be great if it could be a bit wider or configurable.
https://gist.github.com/HugsLibRecordKeeper/198aa7a1cddc8e8888f6ff31fe4a0267
Dunno if it's an issue with any storage mod or not.